| Commit message (Collapse) | Author | Age | Files | Lines |
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NIR shaders are not captured properly in pipelined mode currently. This
would require shader cloning, which requires linking all the Gallium
drivers against NIR. We can always do that later.
v2: avoid immediate crashes in pipelined mode
Reviewed-by: Marek Olšák <[email protected]> (v1)
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This is convenient for backends that support both Vulkan and OpenGL while
lowering samplers to derefs with nir_lower_samplers_as_deref.
Reviewed-by: Timothy Arceri <[email protected]>
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We will use this from radeonsi/nir, which we want to keep as pure C code.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Undefined data will eventually trigger a valgrind error while computing
its CRC32 while writing it into the disk cache, but at that point, it is
basically impossible to track down where the undefined data came from.
With this change, finding the origin of undefined data becomes easy.
v2: remove duplicate VALGRIND_CFLAGS (Emil)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.
v2: use rzalloc instead of an explicit padding member variable
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Each field gets a distinct name, so we should never hit the case where
the name already exists in the parameter list.
Reviewed-by: Timothy Arceri <[email protected]>
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Save some passes over the IR.
v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]>
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This is already set and emitted by the code.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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The former 0x60 hardcoded in is equivalent to ROP_COPY with the shift.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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We need to figure out how to implement it properly. Right now it doesn't
work at all.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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At least the first level works now. Eventually the later levels stop
working, there appears to be some alignment issue. But this improves the
situation immensely.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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It doesn't appear to do what we want. Removing this bit makes
lodclamp-between as well as a number of dEQP tests pass, with no visible
ill effect.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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This enables S3TC, BPTC, ETC2, and ASTC texture decoding. Additionally
this enables RGB32 texture buffer objects, as well as 11_11_10_FLOAT and
10_10_10_2 vertex formats (and related extensions).
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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This fixes support for BGRA vertex formats
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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trivial.
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This decreases the number of BOs, but might also increase memory usage.
It's better for small textures.
The gameplay is on the far right:
https://people.freedesktop.org/~mareko/suballoc.svg
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is cleaner, and we are down to 4 slabs.
Reviewed-by: Nicolai Hähnle <[email protected]>
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https://lists.freedesktop.org/archives/amd-gfx/2017-June/010591.html
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think it's unsafe, because the slabs can reuse exported storage.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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BO exports can't be predicted this way.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The smapi->get_egl_image() call in st_egl_image_get_surface() stores a
reference to the EGLImage's texture in stimg.texture. That reference is
released via pipe_resource_reference(&stimg.texture, NULL) before stimg
goes out of scope at the end of the function, but not in the error path
if !is_format_supported().
Fixes: 83e9de25f325 ("st/mesa: EGLImageTarget* error handling")
Cc: [email protected]
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Ensure vc4_cl_dump.h and $(BROADCOM_FILES) are distributed in the
dist-file.
This fixes `make distcheck`
Reviewed-by: Emil Velikov <[email protected]>
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Broken by: b43c887a9bf1e3fb99b0dc22bfea5db81375a06e
Reported by Gert Wollny.
Reviewed-by: Nicolai Hähnle <[email protected]>
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I'm not 100% sure this is all wired up but it looks like it is.
v2: actually enable extension.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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NIR always makes the shift amount 32 bits, but LLVM asserts if the two
sources aren't the same type. Zero-extend the shift amount to make LLVM
happy.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We implement the split opcodes, and tell NIR to lower the original ones.
The lowering to LLVM is a little more complicated, but NIR can optimize
the split ones a little better, and some NIR lowering passes that we
might want to use (particularly for doubles) emit the split ones.
This should fix pack/unpackDouble2x32, which seems like a bug since when
we enabled the Float64 capability. It will also fix pack/unpackInt2x32
when we enable the Int64 capability.
Fixes: 798ae37c ("radv: Enable Float64 support.")
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Before, we were just implementing it with a move, which is incorrect
when the source and destination have different bitsizes. To implement
it properly, we need to use the 64-bit pack/unpack opcodes. Since
glslang uses OpBitcast to implement packInt2x32 and unpackInt2x32, this
should fix them on anv (and radv once we enable the int64 capability).
v2: make supporting non-32/64 bit easier (Jason)
v3: add another assert (Jason)
Fixes: b3135c3c ("anv: Advertise shaderInt64 on Broadwell and above")
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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svga_texture_device_format_has_alpha() is only intended to work for
texture resources, not buffer resources. This fixes a failed assertion
in the svga_texture() cast function when running texture buffer tests.
Also, add an assertion in svga_texture_device_format_has_alpha() to
catch the issue sooner.
Reviewed-by: Charmaine Lee <[email protected]>
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With change 8aba778fa2cd98a0b5a7429d3c5057778a0c808c we stopped binding
sampler objects for texture buffers. That broke our texture sample /
sampler view setup code.
Now, we loop over the max(num samplers, num sampler views) and handle
the sampler and view information separately. For texture buffers,
the sampler will be NULL but the sampler view non-null.
Reviewed-by: Charmaine Lee <[email protected]>
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The buffer binding flags aren't ensured until after the
svga_buffer_handle() call, so move the assertion after it.
Reviewed-by: Charmaine Lee <[email protected]>
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If a buffer is created/initialized with glNamedBufferData we will
have no target (GL_ARRAY_BUFFER, GL_UNIFORM_BUFFER, etc) so the
svga_buffer::bind_flags will be zero until we try to get the buffer
handle.
This patch initializes the svga_buffer::bind_flags field when it's
zero.
This fixes the Piglit arb_uniform_buffer_object-rendering-dsa test.
Note that there's still issues in this area that'll have to be
addressed in the future. For example, creating a buffer object
as GL_UNIFORM_BUFFER and later using it as a vertex buffer will
fail.
Reviewed-by: Charmaine Lee <[email protected]>
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Suggest attaching output of glxinfo/wglinfo. Suggest providing
an apitrace.
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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We always have stage == first and stage == last when first == last, so
drop the special case. Also rephrase the comment to make the logic
clearer.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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